refactor AI system
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@@ -29,7 +29,7 @@ void MovementIntentSystem::tick(EntityAdmin& admin)
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[](entt::entity /*e*/, const PositionComponent& pos, const FacingComponent& facing,
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DynamicBodyComponent& body, const MovementIntentComponent& intent)
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{
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if (intent.priority == 0)
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if (!intent.active)
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{
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// No movement intent: brake using available thrust.
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const float linearBraking = std::min(body.velocity_tpt.length(),
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